Intl Conf on Computational Creativity (June 2014, Slovenia)

Computational Creativity is the art, science, philosophy and engineering of computational systems which, by taking on particular responsibilities, exhibit behaviours that unbiased observers would deem to be creative. As a field of research, this area is thriving, with progress in formalising what it means for software to be creative, along with many exciting and valuable applications of creative software in the sciences, the arts, literature, gaming and elsewhere.

Original contributions are solicited in all areas related to Computational Creativity research and practice, including, but not limited to:

– Computational paradigms for understanding creativity, including heuristic search, analogical and meta-level reasoning, and re-representation.
– Metrics, frameworks, formalisms and methodologies for the evaluation of creativity in computational systems, and for the evaluation of how systems are perceived in society.
– Perspectives on computational creativity which draw from philosophical, cognitive, psychological and/or sociological studies of human behaviour put into a context of creative intelligent systems.
– Development and assessment of computational creativity-support tools, where the software ultimately takes on some creative responsibility in projects.
– Creativity-oriented computing in learning, teaching, and other aspects of education.
– Innovation, improvisation, virtuosity and related pursuits investigating the production of novel experiences and artefacts within a computational framework.
– Computational accounts of factors that enhance creativity, including emotion, surprise (unexpectedness), reflection, conflict, diversity, motivation, knowledge, intuition, reward structures, and technologies.
– Computational models of social aspects of creativity, including the relationship between individual and social creativity, diffusion of ideas, collaboration and creativity, formation of creative teams, and creativity in social settings.
– Computational creativity in the cloud, including how web services can be used to foster unexpected creative behaviour in computational systems.
– Specific computational applications that address creativity in music, language, narrative, poetry, games, visual arts, graphic design, architecture, entertainment, education, mathematical invention, scientific discovery, programming and/or design.

High Level Issues
Papers which, in part or fully, address high-level general issues in Computational Creativity are particularly welcome, including notions such as:

– Domain-specific vs. generalised creativity: addressing how the domain of study may or may not affect the creativity of systems or the perception of them. This might include discussions of general, computational, principles related to creativity that can be applied across domains.
– Process vs. product: addressing the issue of evaluating/estimating creativity (or progress towards it) in computational systems through study of what they produce, what they do and combinations thereof.
– Domain advancement vs. creativity advancement: addressing issues of the handing over of creative responsibility possibly leading to lower value artefacts being produced in certain domains or vice-versa.
– Black box vs. accountable systems: addressing issues of software describing/explaining what its done, what its produced and why. How software can employ reflection to enhance its creative processing and add value to the artefacts that it produces.

Paper Types
Papers should be up to 8 sides in length, and of course papers shorter than 8 sides which make a strong contribution are more than welcome. Papers should be submitted broadly in one of the following five categories:

Technical papers
These will be papers posing and addressing hypotheses about aspects of creative behaviour in computational systems. The emphasis here is on using solid experimentation, formal proof and/or argumentation which clearly demonstrates an advancement in the state of the art or current thinking in Computational Creativity research. Strong evaluation of approaches through comparative, statistical, social or other means is essential.

System description papers
These will be papers describing the building and deployment of a creative system to produce artefacts of potential cultural value in one or more domains. The emphasis here is on presenting engineering achievement, technical difficulties encountered and overcome, techniques employed and general findings about how to get computational systems to produce valuable results. While the presentation of results from the system is expected, full evaluation of the approaches employed is not essential if the technical achievement is high.

Study papers
These will be papers which draw on allied fields such as psychology, philosophy, cognitive science or mathematics; or which appeal to broader areas of Artificial Intelligence and Computer Science in general; or which appeal to studies of the field of Computational Creativity as a whole. The emphasis here is on presenting enlightening novel perspectives related to the building, assessment or deployment of systems ranging from autonomously creative systems to creativity support tools. Such perspectives can be presented through a variety of approaches including ethnographical studies, thought experiments, comparison with studies of human creativity and surveys.

Cultural application papers
These will be papers presenting the usage of creative software in a cultural setting, e.g., art exhibitions/books; concerts/recordings/scores; poetry or story readings/anthologies; cookery nights/books; results for scientific journals or scientific practice; released games/game jam entries. The emphasis here is on a clear description of the role of the system in the given context, the results of the system in the setting, technical details of inclusion of the system, and feedback from the experience garnered from public audiences, critics, experts, stakeholders and other interested parties.

Position papers
These will be papers presenting an opinion on some aspect of the culture of Computational Creativity research, including discussions of future directions, past triumphs or mistakes and issues of the day. The emphasis here is on carefully arguing a position; highlighting and exposing previously hidden or misunderstood issues or ideas; and generally providing thought leadership about the field in general, or in specific contexts. While opinions don’t need to be substantiated through formalisation or experimentation, justification of points of view will need to draw on thorough knowledge of the field of Computational Creativity and overlapping areas, and provide convincing motivations and arguments related to the relevance of the points being addressed and their importance.

All submissions will be reviewed in terms of quality, impact and relevance to the area of Computational Creativity. To be considered, papers must be submitted as a PDF document formatted according to ICCC style (which is similar to AAAI and IJCAI formats).

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About Fil SalustriI'm a design methodologist and Professor of Mechanical Engineering at Ryerson University, Toronto, Canada. Adjectives that describe me include: secular humanist, meritocrat, and long-winded. Some people call me a positivist too, as if that were a bad thing. Go figure.
My real home page is http://deseng.ryerson.ca/~fil.